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threejs-lighting

threejs-lighting

github.com/sickn33开发48.8k101 次安装今天更新
代码仓库

关于 threejs-lighting

面向 Three.js 场景开发者的照明技能,涵盖常见灯光、阴影、环境照明和性能取舍,并提供典型布光方案。

主要功能

  1. 01配置多种 Three.js 灯光
  2. 02设置与优化阴影
  3. 03使用 HDR 环境照明
  4. 04创建常见布光方案
  5. 05调整灯光动画与性能

适用场景

  1. 01为户外场景设置日光
  2. 02构建室内影棚布光
  3. 03排查阴影质量与开销
  4. 04改善场景明暗和氛围

安装

复制下面的命令,在终端中运行。

$npx skills add https://github.com/sickn33/agentic-awesome-skills --skill threejs-lighting

安装后在 Claude Code 中输入/threejs-lighting确认已加载。

详细介绍

Three.js 光照

适用场景

  • 需要在 Three.js 场景中添加或调整光照。
  • 任务涉及光源类型、阴影、环境光照或光照性能权衡。
  • 希望通过设置 Three.js 光照来改善场景的可读性、真实感或氛围。

快速入门

import * as THREE from "three";

// Basic lighting setup
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambientLight);

const directionalLight = new THREE.DirectionalLight(0xffffff, 1);
directionalLight.position.set(5, 5, 5);
scene.add(directionalLight);

光源类型概览

光源描述阴影支持开销
AmbientLight各处光照均匀否极低
HemisphereLight天空/地面渐变否极低
DirectionalLight平行光线(太阳)是低
PointLight全方向发光(灯泡)是中
SpotLight锥形光是中
RectAreaLight面光源(窗户)否*高

*RectAreaLight 阴影需要自定义方案

AmbientLight

对所有物体进行均匀照明。没有方向性,也不会产生阴影。

// AmbientLight(color, intensity)
const ambient = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambient);

// Modify at runtime
ambient.color.set(0xffffcc);
ambient.intensity = 0.3;

HemisphereLight

从天空色到地面色的渐变。适用于户外场景。

// HemisphereLight(skyColor, groundColor, intensity)
const hemi = new THREE.HemisphereLight(0x87ceeb, 0x8b4513, 0.6);
hemi.position.set(0, 50, 0);
scene.add(hemi);

// Properties
hemi.color; // Sky color
hemi.groundColor; // Ground color
hemi.intensity;

DirectionalLight

平行光线。模拟远处的光源(太阳)。

// DirectionalLight(color, intensity)
const dirLight = new THREE.DirectionalLight(0xffffff, 1);
dirLight.position.set(5, 10, 5);

// Light points at target (default: 0, 0, 0)
dirLight.target.position.set(0, 0, 0);
scene.add(dirLight.target);

scene.add(dirLight);
DirectionalLight 阴影
dirLight.castShadow = true;

// Shadow map size (higher = sharper, more expensive)
dirLight.shadow.mapSize.width = 2048;
dirLight.shadow.mapSize.height = 2048;

// Shadow camera (orthographic)
dirLight.shadow.camera.near = 0.5;
dirLight.shadow.camera.far = 50;
dirLight.shadow.camera.left = -10;
dirLight.shadow.camera.right = 10;
dirLight.shadow.camera.top = 10;
dirLight.shadow.camera.bottom = -10;

// Shadow softness
dirLight.shadow.radius = 4; // Filtering behavior depends on renderer/version/shadow type; verify the installed reference

// Shadow bias (fixes shadow acne)
dirLight.shadow.bias = -0.0001;
dirLight.shadow.normalBias = 0.02;

// Helper to visualize shadow camera
const helper = new THREE.CameraHelper(dirLight.shadow.camera);
scene.add(helper);

PointLight

从一个点向所有方向发光。类似灯泡。

// PointLight(color, intensity, distance, decay)
const pointLight = new THREE.PointLight(0xffffff, 1, 100, 2);
pointLight.position.set(0, 5, 0);
scene.add(pointLight);

// Properties
pointLight.distance; // Maximum range (0 = infinite)
pointLight.decay; // Light falloff (physically correct = 2)
PointLight 阴影
pointLight.castShadow = true;
pointLight.shadow.mapSize.width = 1024;
pointLight.shadow.mapSize.height = 1024;

// Shadow camera (perspective - 6 directions for cube map)
pointLight.shadow.camera.near = 0.5;
pointLight.shadow.camera.far = 50;

pointLight.shadow.bias = -0.005;

SpotLight

锥形光。类似手电筒或舞台灯。

// SpotLight(color, intensity, distance, angle, penumbra, decay)
const spotLight = new THREE.SpotLight(0xffffff, 1, 100, Math.PI / 6, 0.5, 2);
spotLight.position.set(0, 10, 0);

// Target (light points at this)
spotLight.target.position.set(0, 0, 0);
scene.add(spotLight.target);

scene.add(spotLight);

// Properties
spotLight.angle; // Cone angle (radians, max Math.PI/2)
spotLight.penumbra; // Soft edge (0-1)
spotLight.distance; // Range
spotLight.decay; // Falloff
SpotLight 阴影
spotLight.castShadow = true;
spotLight.shadow.mapSize.width = 1024;
spotLight.shadow.mapSize.height = 1024;

// Shadow camera (perspective)
spotLight.shadow.camera.near = 0.5;
spotLight.shadow.camera.far = 50;
spotLight.shadow.camera.fov = 30;

spotLight.shadow.bias = -0.0001;

// Focus (affects shadow projection)
spotLight.shadow.focus = 1;

RectAreaLight

矩形面光源。适合营造柔和、真实的光照效果。

import { RectAreaLightHelper } from "three/examples/jsm/helpers/RectAreaLightHelper.js";
import { RectAreaLightUniformsLib } from "three/examples/jsm/lights/RectAreaLightUniformsLib.js";

// Must initialize uniforms first (WebGL renderer only)
RectAreaLightUniformsLib.init();

// RectAreaLight(color, intensity, width, height)
const rectLight = new THREE.RectAreaLight(0xffffff, 5, 4, 2);
rectLight.position.set(0, 5, 0);
rectLight.lookAt(0, 0, 0);
scene.add(rectLight);

// Helper
const helper = new RectAreaLightHelper(rectLight);
rectLight.add(helper);

// Works with MeshStandardMaterial, MeshPhysicalMaterial
// r183: Clearcoat on MeshPhysicalMaterial is now properly lit by RectAreaLight
// Does not cast shadows natively

阴影设置

启用阴影
// 1. Enable on renderer
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;

// Shadow map types:
// THREE.BasicShadowMap - fastest, low quality
// THREE.PCFShadowMap - default, filtered
// THREE.PCFSoftShadowMap - softer edges
// THREE.VSMShadowMap - variance shadow map

// 2. Enable on light
light.castShadow = true;

// 3. Enable on objects
mesh.castShadow = true;
mesh.receiveShadow = true;

// Ground plane
floor.receiveShadow = true;
floor.castShadow = false; // Usually false for floors
优化阴影
// Tight shadow camera frustum
const d = 10;
dirLight.shadow.camera.left = -d;
dirLight.shadow.camera.right = d;
dirLight.shadow.camera.top = d;
dirLight.shadow.camera.bottom = -d;
dirLight.shadow.camera.near = 0.5;
dirLight.shadow.camera.far = 30;

// Fix shadow acne
dirLight.shadow.bias = -0.0001; // Depth bias
dirLight.shadow.normalBias = 0.02; // Bias along normal

// Shadow map size (balance quality vs performance)
// 512 - low quality
// 1024 - medium quality
// 2048 - high quality
// 4096 - very high quality (expensive)
接触阴影

请勿导入 three/examples/jsm/objects/ContactShadows.js:本指南无法确认该路径下存在经验证的 Three.js 插件。在 React Three Fiber 项目中,Drei 的 ContactShadows 是独立的组件/依赖;采用前请检查其版本和性能开销。纯 Three.js 项目需要经过审查的渲染目标实现或受支持的替代方案。

光源辅助器

import { RectAreaLightHelper } from "three/examples/jsm/helpers/RectAreaLightHelper.js";

// DirectionalLight helper
const dirHelper = new THREE.DirectionalLightHelper(dirLight, 5);
scene.add(dirHelper);

// PointLight helper
const pointHelper = new THREE.PointLightHelper(pointLight, 1);
scene.add(pointHelper);

// SpotLight helper
const spotHelper = new THREE.SpotLightHelper(spotLight);
scene.add(spotHelper);

// Hemisphere helper
const hemiHelper = new THREE.HemisphereLightHelper(hemi, 5);
scene.add(hemiHelper);

// RectAreaLight helper
const rectHelper = new RectAreaLightHelper(rectLight);
rectLight.add(rectHelper);

// Update helpers when light changes
dirHelper.update();
spotHelper.update();

环境光照(IBL)

使用 HDR 环境贴图进行基于图像的光照。

import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";

const rgbeLoader = new RGBELoader();
rgbeLoader.load("environment.hdr", (texture) => {
  texture.mapping = THREE.EquirectangularReflectionMapping;

  // Set as scene environment (affects all PBR materials)
  scene.environment = texture;

  // Optional: also use as background
  scene.background = texture;
  scene.backgroundBlurriness = 0; // 0-1, blur the background
  scene.backgroundIntensity = 1;
});

// PMREMGenerator for better reflections
const pmremGenerator = new THREE.PMREMGenerator(renderer);
pmremGenerator.compileEquirectangularShader();

rgbeLoader.load("environment.hdr", (texture) => {
  const envMap = pmremGenerator.fromEquirectangular(texture).texture;
  scene.environment = envMap;
  texture.dispose();
  pmremGenerator.dispose();
});
立方体纹理环境
const cubeLoader = new THREE.CubeTextureLoader();
const envMap = cubeLoader.load([
  "px.jpg",
  "nx.jpg",
  "py.jpg",
  "ny.jpg",
  "pz.jpg",
  "nz.jpg",
]);

scene.environment = envMap;
scene.background = envMap;

光照探针(进阶)

从空间中的某个点采集光照,用于环境光照。

import { LightProbeGenerator } from "three/examples/jsm/lights/LightProbeGenerator.js";

// Generate from cube texture
const lightProbe = new THREE.LightProbe();
scene.add(lightProbe);

lightProbe.copy(LightProbeGenerator.fromCubeTexture(cubeTexture));

// Or from render target
const cubeCamera = new THREE.CubeCamera(
  0.1,
  100,
  new THREE.WebGLCubeRenderTarget(256),
);
cubeCamera.update(renderer, scene);
lightProbe.copy(
  LightProbeGenerator.fromCubeRenderTarget(renderer, cubeCamera.renderTarget),
);

常见光照设置

三点布光
// Key light (main light)
const keyLight = new THREE.DirectionalLight(0xffffff, 1);
keyLight.position.set(5, 5, 5);
scene.add(keyLight);

// Fill light (softer, opposite side)
const fillLight = new THREE.DirectionalLight(0xffffff, 0.5);
fillLight.position.set(-5, 3, 5);
scene.add(fillLight);

// Back light (rim lighting)
const backLight = new THREE.DirectionalLight(0xffffff, 0.3);
backLight.position.set(0, 5, -5);
scene.add(backLight);

// Ambient fill
const ambient = new THREE.AmbientLight(0x404040, 0.3);
scene.add(ambient);
户外日光
// Sun
const sun = new THREE.DirectionalLight(0xffffcc, 1.5);
sun.position.set(50, 100, 50);
sun.castShadow = true;
scene.add(sun);

// Sky ambient
const hemi = new THREE.HemisphereLight(0x87ceeb, 0x8b4513, 0.6);
scene.add(hemi);
室内影棚
// Multiple area lights
RectAreaLightUniformsLib.init();

const light1 = new THREE.RectAreaLight(0xffffff, 5, 2, 2);
light1.position.set(3, 3, 3);
light1.lookAt(0, 0, 0);
scene.add(light1);

const light2 = new THREE.RectAreaLight(0xffffff, 3, 2, 2);
light2.position.set(-3, 3, 3);
light2.lookAt(0, 0, 0);
scene.add(light2);

// Ambient fill
const ambient = new THREE.AmbientLight(0x404040, 0.2);
scene.add(ambient);

光照动画

const clock = new THREE.Clock();

function animate() {
  const time = clock.getElapsedTime();

  // Orbit light around scene
  light.position.x = Math.cos(time) * 5;
  light.position.z = Math.sin(time) * 5;

  // Pulsing intensity
  light.intensity = 1 + Math.sin(time * 2) * 0.5;

  // Color cycling
  light.color.setHSL((time * 0.1) % 1, 1, 0.5);

  // Update helpers if using
  lightHelper.update();
}

性能提示

  1. 限制光源数量:每个光源都会增加着色器的复杂度
  2. 使用烘焙光照:对于静态场景,可将光照烘焙到纹理中
  3. 使用较小的阴影贴图:512-1024 通常已足够
  4. 收紧阴影视锥体:只覆盖所需区域
  5. 禁用不需要的阴影:并非所有光源都需要阴影
  6. 谨慎使用摄像机图层:图层控制摄像机可见性,而非通用的逐网格光源关联
// Camera layers control visibility. Do not assume matching light/mesh layers
// isolates that light to that mesh; verify supported light-linking mechanisms
// for the selected renderer/version.

// Selective shadows
mesh.castShadow = true;
mesh.receiveShadow = true;
decorMesh.castShadow = false; // Small objects often don't need to cast

另请参阅

  • threejs-materials - 材质对光照的响应
  • threejs-textures - 光照贴图和环境贴图
  • threejs-postprocessing - 泛光等光照效果

限制

  • 仅当任务明确符合上述范围时,才使用此技能。
  • 不要将输出视为环境特定验证、测试或专家审查的替代品。
  • 如果缺少必要输入、权限、安全边界或成功标准,请停止并要求澄清。

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